Toward Developing a Semantic Mash-up Personal and Pervasive Learning Environment : SMupple
Abstract
Personal Learning Environments have emerged as a complementary, even challenging, paradigm to Adaptive Learning Systems. One can argue that Pervasive Learning Environments aim at environment while Adaptive Learning Systems focus replacing the physical on replacing learning the instructor. We believe that amalgamation of these two approaches in a complementary manner, i.e. through setting an appropriate balance between learner and system control, is promising. Consequently, we consider mash-ups to be crucial for a successful realization of digital personal learning environments. However, mash-ups are also accompanied by critical technical and usability challenges. In this paper, we try to identify some of these challenges, present solution approaches from a conceptual point of view, and describe our Semantic Mash-up Personal and Pervasive Learning Environment (SMupple) proposal along with initial implementation and evaluation details.
Author-supplied keywords
Toward Developing a Semantic Mash-up Personal and Pervasive Learning Environment : SMupple
Ahmet Soylu1, Fridolin Wild2, Felix Mödritscher3, Patrick De Causmaecker1
1
K. U. Leuven, Department of Computer Science, CODeS, iTec, Kortrijk, Belgium, {Ahmet.Soylu, Patrick.DeCausmaecker}@kuleuven-kortrijk.be 2 The Open University, Knowledge Media Institute, Milton Keynes, United Kingdom, f.wild@open.ac.uk 3 Vienna University of Economics and Business, Department of Information Systems, Vienna, Austria felix.moedritscher@wu.ac.at
Abstract. Personal Learning Environments have emerged as a complementary, even challenging, paradigm to Adaptive Learning Systems. One can argue that Pervasive Learning Environments aim at replacing the physical learning environment while Adaptive Learning Systems focus on replacing the instructor. We believe that amalgamation of these two approaches in a complementary manner, i.e. through setting an appropriate balance between learner and system control, is promising. Consequently, we consider mash-ups to be crucial for a successful realization of digital personal learning environments. However, mash-ups are also accompanied by critical technical and usability challenges. In this paper, we try to identify some of these challenges, present solution approaches from a conceptual point of view, and describe our Semantic Mash-up Personal and Pervasive Learning Environment (SMupple) proposal along with initial implementation and evaluation details. Keywords: Personal Learning Environments, Mash-ups, Ontologies, Embedded Semantics, Workflows, Pervasive Computing.
1 Introduction In general, Adaptive Learning Systems (ALSs) focus on automatically, often intrusively, changing the system behavior according to the learner’s needs and other characteristics, aiming at adapting the learning material and its presentation. However, it is apparent that it is not possible to predefine adaptation rules for all different usage contexts. Furthermore, Wild and his colleagues [1] claim that adaptation technologies take away experiences from end-users (learners) thus prohibiting the development of important competences. In this respect, Personal Learning Environments (PLEs) emerge as a complementary, even challenging, paradigm to the ALSs. Wild et al [1] value learning environment as an important aspect of the learning process and consider it as an output of learning rather than a mere input. Digital learning environments can be composed of different applications, artifacts, and actors. The individual at the centre modifies this environment through
2 Mash-ups and Adaptive Learning ALSs [3] have been an active research area for several decades, trying to offer user-tailored learning experiences based on various adaptation techniques often realized through different Artificial Intelligence (AI) and Machine Learning (ML) approaches (e.g., Intelligent Tutoring Systems – ITSs). One can claim that ALSs aim at replacing or replicating human instructor by a machine, in many cases with superior competences due to their obvious data processing and computational power. Although we acknowledge the appropriateness of such an approach to some extent, it is still arguable on a theoretical and pragmatic level. On the one hand, Sharples et al. [4] argue that an “intelligent” system cannot substitute a teacher or a facilitator; it can only keep limited dialogue at the level of actions, and it has no capabilities to explore student‘s misunderstandings or to help them to reach a shared understanding. This implies that, in a digital learning environment, learners should get a chance to develop important skills towards exploring and managing their learning processes, possibly also with the help of peers and facilitators available in their digital social networks. On the other hand, a user-to-system view of adaptation (e.g., intelligent tutoring) reflects a producer-consumer model of learning (i.e., classroom model) where teachers act as content producers and students act as content consumers. In other words, an adaptive system considers students as proprietary end-point machines which will perform smoothly if the
“intelligent” application, one should accept that learners keep interacting with peers, instructors, friends etc. and that they search and consume other relevant content outside their main learning platform through various other applications (i.e., Google, Facebook, Doodle etc.). Upon that fact, the empowerment of learners to shape their environments by orchestrating the applications and data sources available is promising. The mash-up paradigm has emerged as a key solution proposal to this demand but is also accompanied with new challenges. Mash-ups are complementary to ALSs since they continuously involve learners/users and shift user control to learners instead of providing strong invasive adaptations.
3 Mash-Up based Approach towards Personal and Pervasive Learning Environments We consider the mash-up paradigm to be crucial for realizing the PLE vision within the infinite space of the Web. In this context, we believe that a conceptual description of a personal learning environment and the identification of basic requirements for a digital PLE shall be useful for situating important challenges. On a conceptual level, a learning environment can be seen as space of entities, including people, artifacts, tools, learning objects etc. available to the learner. Each of these entities is attached with several possible activities. Additionally, composite activities and composite entities encompass several other entity-activity pairs and entities respectively. In that
“intelligent” guidance and end-user development [9]. (5) Environment awareness and control [10]: in physical environments users manage a limited number of entities with a relatively high awareness, however the Web offers an almost infinite amount of
Figure 1. Presentation and comparison of different PLE approaches along the three tiers.
(7) Engaging learner experience: learners should feel comfortable through their experiences with PLEs. Hence identification and amalgamation of engaging and easy-to-use end-user design facilities and metaphors are required. For the usability concerns, we approach a new type of mash-ups, a “flow” (see Fig. 1). Unlike dashboard like mash-ups, it tries to provide a reflection of the workflow among the widgets and the clustered nature of the learning environment.
4 Implementation and Evaluation Plan According to described challenges implementation of our proposal can be done in three stages - interface, data linking, and flow control – by following the three tiers shown in Fig. 1. First of all, the interface needs to be developed with its main features. Thus we opt for a client side realization for two main reasons: (1) to overcome performance bottleneck of a server-sided approach by shifting the PLE to the client-side, (2) to overcome authentication problems by shifting it to end-user rather than using a complicated server-sided single-sign-on approach. Once the interface is designed, the next step is the realization of a data linking infrastructure through inter-widget communication based server-sided mechanisms. Inter-widget communication will be based on a domain ontology where content and forms in each widget is annotated through embedded semantics derived from the domain ontology. Through the use of a domain ontology automated data linking between widgets can be realized without the necessity of user intervention. This advantage also applies to server-sided communication and service composition. A server-sided communication mechanism needs to be developed, as inter-widget communication is based on the actions of the learner but the content of the widgets can change due to other parties, e.g. if a friend of a learner adds new content to her blog. For this purpose, a similar approach to one presented in [12] is promising. Afterwards, a mechanism for automating the workflow in a (sub-) PLE through observing user interaction is required. We plan to evaluate our approach along two specific use cases, each one involving a (sub-) PLE of a learner. The first one deals with a language learning environment In which a widget offers adaptive learning items (i.e., questions) to the learner, through dynamically generating the user goal with respect to the context of the other widgets available in her language learning PLE. This widget will be derived from an item-based learning environment employing our domain ontology to provide adaptive filtering and sequencing of learning items. The second scenario will cover a case
5 Related Work and Discussions We have investigated several mash-up design and development tools (listed in [7]), in terms of their end-user facilities: (1) IBM Mashup Center, (2) Intel Mashmaker, (3) JackBe Presto, (4) Liquid Apps, (5) Open Mashup Studio, (6) Yahoo Pipes, and (7) Deri Pipes. These tools are mainly realized as box type mash-ups. They have a strong focus on content aggregation and manipulation, i.e. feeds, while providing limited support for service composition. Microformats and RDFa are not supported, and attention is given to feeds (e.g. RSS). Visual development environments are provided based on widgets, called modules or pipes. Furthermore, the underlying technologies and frameworks of these tools cannot be reviewed, as most of them are commercial products. Therefore it is not possible to compare these approaches with ours from a technical point of view. A notable approach which is based on a concrete methodology and technology is SMashups [6]. It focuses on service composition rather than data. It follows the SAWSDL approach (Semantic Annotation for WSDL) which aims at adding semantic annotations to web services described with WSDL. A service annotation mechanism, called SA-REST, is based on Microformats [6] and RDFa [9] and used for REST-based services usually embedded in HTML pages. SA-REST and SAWSDL specify associations between the service description components and concepts in a semantic model (i.e. ontology) in order to enable semantic interoperability. A dashboard type example is given [1]; authors propose a design language model as well as visual facilities for designing and managing PLEs. Additionally a proof-of-concept is provided with the MUPPLE platform. However, the approach misses inter-widget communication, workflow generation facility, and data linking facility.
Acknowledgments. This paper is based on research funded by the Industrial Research Fund (IOF) and conducted within the IOF Knowledge platform “Harnessing collective intelligence in order to make e-learning environments adaptive” (IOF KP/07/006). Partially, it is also funded by the European Community's 7th Framework Programme (IST-FP7) under grant agreement no 231396 (ROLE project).
References
1. Wild, F., Mödritscher, F., Sigurdarson, S.E.: Designing for Change: Mash-Up Personal Learning Environments. eLearning Papers 2008(9), ISSN: 1887-1542, (2008)
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